fps-shooter

Category: Design Risk: Low risk ★ 4.6 · Rating 4.6/5 (804) gamedev-skills/awesome-gamedev-agent-skills Apache-2.0

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name: fps-shooter
description: >
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons,
health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.

FPS Shooter

A playbook for first-person shooters — the look/move controller, the shooting model, weapon
feel, and combat. This is a compositional skill: it wires a 3D controller, input, and AI
into a shooter. It does not re-teach 3D nodes or raycasts; it defines the shooting model and
the feel knobs (TTK, recoil, spread) that decide whether the guns feel good.

When to use

  • Use when building a first-person game whose core verb is aim and shoot — arena shooter,
    tactical FPS, PvE shooter, boomer-shooter.
  • Use when deciding hitscan vs. projectile, tuning time-to-kill, recoil, spread, or aim feel.

When not to use: third-person/2D shooting → reuse the shooting model here but build the
camera/controller from the relevant genre. Wave survival with towers → tower-defense.
For the camera/character body itself, use godot-3d-essentials / unreal-cpp-gameplay.

Core loop

Scan → acquire a target → aim and fire → confirm the kill (feedback) → reposition / reload
/ advance.
The whole experience rests on the aim-and-fire micro-loop feeling crisp:
responsive look, clear hit feedback, and a death that reads instantly.

Must-have systems

  1. First-person controller — move (WASD/stick) + mouse/stick look, gravity, jump/crouch.
  2. Camera — eye-height view, configurable FOV and sensitivity, recoil kick.
  3. Shooting model — hitscan raycast and/or projectile spawn; one impact path for feedback.
  4. Weapons + ammo — damage, fire rate, magazine, reload, switching.
  5. Health + damage — HP, hit/headshot multipliers, death; player and enemy share the model.
  6. Enemy AI — perceive → alert → attack → search; cover and reaction delays (game-ai).
  7. Feedback — hitmarkers, impact decals/particles, hit sounds, screen shake, kill confirms.
  8. Objectives — what you do besides shoot: clear, capture, survive, escort.

Design knobs

Knob Effect Sane default
Time-to-kill (TTK) lethality, forgiveness Tune dmg × fire-rate × HP together (refs).
Hitscan vs projectile aim skill type Hitscan = flick; projectile = lead/dodge.
Damage falloff range limiting Full to ~20 m, floor by ~60 m.
Headshot multiplier skill reward ~1.5–2.0×.
Recoil pattern learnable kick Fixed pattern > pure random.
Spread (bloom) suppress laser-accuracy First shot accurate; grows while firing.
Fire rate / magazine / reload rhythm, downtime Reload = vulnerability window.
Mouse sensitivity / FOV comfort, readability Always expose both as options.
Aim assist (pad) controller parity Magnetism/slowdown near targets.

Patterns

1. Hitscan shot (instant ray, the workhorse)

# Pseudocode. Cast from the camera; first hit takes damage scaled by range + headshot.
direction = apply_spread(camera.forward, current_spread)
hit = raycast(camera.world_position, direction, max_dist=RANGE, mask=SHOOTABLE)
if hit:
    dmg = base_damage * falloff(hit.distance)
    if hit.is_head: dmg *= HEADSHOT_MULT
    hit.actor.take_damage(dmg)
    spawn_impact_fx(hit.point, hit.normal)        # decal + sound + hitmarker

2. Projectile shot (dodgeable, leads the target)

# Pseudocode. Spawn a moving body; it deals damage on its own collision.
p = spawn(projectile_scene, at=muzzle.world_position)
p.velocity = camera.forward * PROJECTILE_SPEED
p.on_hit   = lambda other, point: (other.take_damage(base_damage), explode_fx(point))
p.lifetime = RANGE / PROJECTILE_SPEED             # despawn so shots don't live forever

3. Time-to-kill (balance the trio together)

# Pseudocode. TTK falls out of HP, per-shot damage, and fire rate — tune as one system.
shots_to_kill = ceil(target_hp / damage_per_shot)
ttk_seconds   = (shots_to_kill - 1) / fire_rate_per_second   # first shot at t=0

Pitfalls / failure modes

  • Look tied to frame rate or unscaled by dt → sensitivity changes with FPS. Look should
    be driven by raw mouse delta; movement integration uses dt (see physics-tuning).
  • Pure random recoil/spread → feels uncontrollable and unfair. Use a learnable recoil
    pattern; keep the first shot accurate.
  • Hitscan with no falloff → pistols snipe across the map. Add range-based damage falloff.
  • No hit feedback → players can't tell if shots land. Always show hitmarkers, impact FX, and
    a distinct kill confirm.
  • Mismatched TTK → too low feels twitchy/unfair; too high feels spongy. Tune damage,
    fire rate, and HP as one system (Pattern 3).
  • Trusting the client in multiplayer → cheating and "I shot first" disputes. Keep authority
    server-side; use lag compensation (refs) and defer netcode to the engine multiplayer skill.
  • No FOV / sensitivity options → motion sickness and accessibility failures. Always expose them.

Composition (build it from these skills)

  • Controller + camera: godot-3d-essentials (Godot) or unreal-cpp-gameplay / unreal-blueprints; Unity uses unity-physics + a character controller.
  • Input: input-systems (or unreal-enhanced-input) for look/move, rebinding, and gamepad aim assist.
  • Shooting physics: godot-physics / unity-physics for raycasts and projectile collision.
  • Enemies: game-ai with unity-navmesh / unreal-behavior-trees / Godot navigation.
  • Camera & feel: camera-systems for FOV/recoil kick and look smoothing; game-feel for hit-stop, screen shake, and impact juice.
  • Polish: audio-design for weapon/impact sound; shader-programming for muzzle/impact VFX.
  • Process: prototype-fast to validate aim feel before building content.

References

  • For hitscan vs. projectile trade-offs, damage falloff, recoil/spread, TTK math, hit
    registration/lag compensation, and enemy AI states, read references/shooting-and-feel.md.